Falk wrote:Does parry mean that it parries everything or just 1d6 dmg?

It means it can parry OTC's and unlikely sorts of damage like falling damage, explosions... for 3d6. Which is incredibly powerful of course, but look at what happened to Prince Vinambre or any of the other Beamsabre / Claymore - wielding heroes in Killing Time... shit rolls can still ruin your day and you still have to make the skill roll.

That makes OTC seem worse than a Nova Sword. Im used to can't trumping can. So when I see can't be parried I think can't be parried. But everyone loves fudge and that's probably why everyone has their own rules for such things.

Falk wrote:Does parry mean that it parries everything or just 1d6 dmg?

It means it can parry OTC's and unlikely sorts of damage like falling damage, explosions... for 3d6. Which is incredibly powerful of course, but look at what happened to Prince Vinambre or any of the other Beamsabre / Claymore - wielding heroes in Killing Time... shit rolls can still ruin your day and you still have to make the skill roll.

That makes OTC seem worse than a Nova Sword. Im used to can't trumping can. So when I see can't be parried I think can't be parried. But everyone loves fudge and that's probably why everyone has their own rules for such things.

The only time I've seen that happen is in ZZD. The OTC got parried by the Nova Sword, but the NS broke and then the guy with it was decapitated.

See, and that's what I was thinking, hearkening back to older systems. The game has a built in and scalable system for handling just these sorts of questions in Construction Points. Why not template or standardize advanced weapon construction. Chunks of it are already there in the underlying design philosophy for special creations for 2005 and even sometimes overtly in the weaponry chapter of 2010. So you could sort of assign CP costs to advantages, such as extra damage, the ability to ignore parry, armor, or some other defensive measure, the ability to cause Disruption, the ability to return to wielder after thrown, etcetera. You could similarly assign CP discounts based on lesser damage, higher URs, a grinding damage effect on the user, etc. Then just assign the final modifier to the base price of a weapon design and call it a day. And if you come up with a new idea for a cool special weapon, you could just reuse the system to make it. I mean, I imagine the effects would need to be playtested in your own games to see if they're balanced, or if they're something you enjoy using, of course, but it seems worth doing once.

Oh it's been made before. The problem becomes remembering which troops have which stats for which guns, and with 10+ different custom guns floating around a battlefield, it's pretty easy to lose track of one.

Quantumsurfer wrote:See, and that's what I was thinking, hearkening back to older systems. The game has a built in and scalable system for handling just these sorts of questions in Construction Points. Why not template or standardize advanced weapon construction. Chunks of it are already there in the underlying design philosophy for special creations for 2005 and even sometimes overtly in the weaponry chapter of 2010. So you could sort of assign CP costs to advantages, such as extra damage, the ability to ignore parry, armor, or some other defensive measure, the ability to cause Disruption, the ability to return to wielder after thrown, etcetera. You could similarly assign CP discounts based on lesser damage, higher URs, a grinding damage effect on the user, etc. Then just assign the final modifier to the base price of a weapon design and call it a day. And if you come up with a new idea for a cool special weapon, you could just reuse the system to make it. I mean, I imagine the effects would need to be playtested in your own games to see if they're balanced, or if they're something you enjoy using, of course, but it seems worth doing once.

The problem with that is that more than 80% of the forum goers don't use CP, but the formula for upgrading stats is:Weapon upgrades+2 damage = +1CP and +0.25 UR+3” = +1CP and +0.5 UR-1 UR = +1CP+1 shot = +3CP

IVhorseman wrote:Oh it's been made before. The problem becomes remembering which troops have which stats for which guns, and with 10+ different custom guns floating around a battlefield, it's pretty easy to lose track of one.

Equipment is usually listed under the specialties tab, but I prefer to play with stat cards serving as reference one-or-two times a game just to make sure we're not completely fucking up the rules instead of constantly having to remind myself which guns are which. Having a few basic "types" of guns with variable size stats means that only big guns have to be double-checked for use/damage in most games, which is pain enough as-is.

But seriously, if you want to just play around with custom guns, either use the supernatural dice to have all sorts of crazy weapon types, or just play around and add a few +1s and 2s to see what's fun.

In my book, I add supernatural d8s to flamethrowers for volt-throwers (gives an extra cone of damage on top of the extra damage), and give fancy plasma/laser guns a supernatural d8 or d6. Supernatural d4s can make incendiary rounds for any weapon, and the really REALLY big guns get a supernatural d12. I guess you could have explosive rounds from a supernatural d10 if you're a dick.

Does anyone know anything about Orange Transparent Nova Swords because I have a hero who uses an Orange Transparent Nova Swordand a Red Transparent Nova Sword in conjunction with each other, also, both weapons are around 4-5 inches long, is this legal for a size 3 figure?